Anyway, the question is, why the player would want non maxed out starbases? What is the incentive to make lower quality starbases? Do certain ships require different sets of components (therefore different starbases being optimal for their construction)? What's the player's choice involving constructing starbases?
Assuming a sizeable investment is required to upgrade the starbase, I can think of many reasons, namely, the inferred role of the starbase.
A starbase close to an enemy border would act as an outpost, building ships with better weaponry, regardless of engines for example.
A starbase on a pacific or unexplored outskirt of your empire would want to help the scouting effort by increasing efforts towards getting better engines and sensors, regardless of weaponry and hull sizes.
A starbase closer to the center of your empire would probably want to support the economy by building top-of-the-line freighters, boosting hulls (and possibly engines) and ignoring everything else.
Finally, your capital ship starbase would probably max all of them and produce the fer-de-lance of your fleet at tremendous costs.
For every investment you make, you burn resources that prevent you from building ships. Even worse, as the upgrade is performed on the starbase, you cannot build ships from this starbase. I believe this adds a lot to mindlessly upgrading everything you can. Upgrading your starbases all at once to the new tech might leave you unable to respond to a sudden enemy incursion, therefore planning will be of the essence.
I feel it should be automated somehow... I mean, there is no decision involved, just pure micromanagement. The optimal strategy is trivial, make 4 starbases, each maxed out with one component, then move your "in production" starship between starbases as in assemblyline.
For the sake of simplicity, I believe I'll go without the shipping component parts. You build what you can from the starbase. This will strenghten the role of the starbases within your empire and force you to make just the investments you need.
I would say, the minimum increase should be 25%, otherwise it is not noticeable and therefore this whole research and upgrading weapons is just a scam
Consider the below table:
Tech
Type
Mass
Damage
Crew Kill
Mines
MC
Dur
Trit
Moly
1
Laser
1
3
10
1
1
0
1
0
1
X-Ray Laser
1
1
15
4
2
0
1
0
2
Plasma Bolt
2
10
3
9
5
2
1
0
3
Blaster
4
25
10
16
10
12
1
1
4
Positron Beam
3
29
9
25
12
12
1
5
5
Disruptor
4
20
30
36
13
12
1
1
6
Heavy Blaster
7
40
20
49
31
12
1
14
7
Phaser
5
35
30
64
35
12
1
30
8
Heavy Disruptor
7
35
50
81
36
17
1
37
10
Heavy Phaser
6
45
35
100
54
12
1
55
You'll notice many oddities for sure, yet, there are several strategies that can be employed with these 10 weapons alone.
First, notice the basic logic. Every now and then, you get to a 'well-rounded' weapon, then, a crew-killing one, and then, a hull damage one.
Notice also that some techs seeks to reduce mass at very limited actual upgrades. Notice also the varying costs, and how oddly they scale.
The most interesting are 3 and 4, Blaster vs Positron Beam.
16% increase in hull damage.
10% decrease in crew damage.
25% decrease in mass.
400% increase in Molybdenum cost.
20% increase in Megacredits($) cost.
Would you upgrade from 3 to 4?
It probably depends.
PROS:
As you pointed out, the 16% damage increase isn't stellar. But on some ships, it actually does make the difference. Ofttentimes the difference between a ship surviving or losing an encounter with a similar-sized ship can be shifted by less than 10% increase in damage or armor. Now, I don't need to explain the advantage of a surviving ship, no matter how damaged. You can just tow it back for repair and bring it back into the fray for a ridiculous portion of the original cost in resources and time.
Also, its quite possible you can sport more than one beam on your ship, and having the increased damage on every shot, if you have more beams than your opponent, continues to increase this advantage. While a ship with fewer beams might need to consider getting a better level beam, having 4 or 5 of these can really stack quickly.
If you are building a reconnaissance, scout, or skirmisher/dogfighter, or even a ship that is meant to go deep and harrass the enemy freighters, you'll applaud the reduced 25% mass. This will make your ship able to go faster with smaller fuel costs and will help with your mobility. Imagine you could get all of the components with such a bonus: you'd actually gain an overall 25% mobility, and that is an advantage that is noteworthy if you intend to play the guerilla tactics game.
CONS:
In some cases, the added 16% won't be that useful. Either your ship uses beams for the sole purpose of killing smaller crafts and making way for the big guns, or your ship size is large, and you know that in order to defeat larger ships, you'll need a much bigger increase than that.
If you intended to capture an enemy ship, it will not longer be efficient because you can't kill the crew as efficiently. In fact, chances are that, by the time you kill the last crew,
there will no longer be any ship to fire at anyway.
The increased Molybdenum cost (which is the rarest resource) is frightening. Chances are you can't willingly choose to spend so much for an only 16% increase in damage.
What I like here is that you can measure the pros and cons of every single beam in there, and realize that many of them will remain relevant for long periods of the game.
Would you be surprised if I told you that the levels 7-10 beams are far from being the most used beams in the late-game? They are present, but in much smaller numbers than you'd expect. Some of them are even frowned upon. Though they bring more firepower, it oftentimes is firepower that isn't necessary (especially when fighting a carrier). So this gives the option to players to ruin their economy simply because they haven't taken the time to consider their needs.
it would seem to me that the proper way to do things would be to start by defining the time and distance scales for the game (simulation): how much real world time = 1 turn. how much real world distance = 1 unit of distance in the game. from there, it all downhill.
Initially, I wanted to use Newtonian physics, but in the end, I'd rather do what's fun than what's real. In other world: balancing and fine-tuning with user tests to insure is as fun as it can be and feels right to the players, regardless of whether this is real or not.
sounds like what you're talking about is more like construction than research. making incremental improvements to the capabilities of individual installations. and the duckets to do so, like everything else, comes out of the same warchest as your fleet, etc.
Precisely.